/*
 * graph2D
 * Copyright (c) 2009 Shun Moriya <shun@mnu.sakura.ne.jp>
 *
 * The MIT License
 * Permission is hereby granted, free of charge, to any person obtaining a copy
 * of this software and associated documentation files (the "Software"), to deal
 * in the Software without restriction, including without limitation the rights
 * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
 * copies of the Software, and to permit persons to whom the Software is
 * furnished to do so, subject to the following conditions:
 *
 * The above copyright notice and this permission notice shall be included in
 * all copies or substantial portions of the Software.
 *
 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
 * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
 * IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM,
 * DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR
 * OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR
 * THE USE OR OTHER DEALINGS IN THE SOFTWARE.
 */

#if !defined(___GRAPHC2D_MOVE_OFFSET_ACTION_H___)
#include "moveOffsetAction.h"
#endif

#include "object.h"

namespace Graph2D
{
	MoveOffsetAction::MoveOffsetAction()
		: Action(Action::TYPE_MOVE_OFFSET)
		, jumpTime(0)
		, shakeTime(0)
	{
	}

	MoveOffsetAction::~MoveOffsetAction()
	{
	}

	//! 垂直ジャンプします
	void MoveOffsetAction::jump(Object* object, const float height, const float second)
	{
		jumpTime = second;
		jumpAngle = 3.1415926535897932384626433832795f * (1.0f / second);
		jumpHeight = height;
	}

	//! 振動します
	void MoveOffsetAction::shake(Object* object, const float amplitude, const float second)
	{
		shakeTime = shakeLength = second;
		shakeAmplitude = amplitude;
	}

	bool MoveOffsetAction::running() const
	{
		return (jumpTime > 0.0f) || (shakeTime > 0.0f);
	}

	bool MoveOffsetAction::onUpdate(Object* object, const UpdateInfomation& updateInfomation)
	{
		object->offset.zero();

		// ジャンプ
		if(jumpTime > 0.0f)
		{
			object->offset.y -= jumpHeight * sinf(jumpTime * jumpAngle);
			jumpTime -= updateInfomation.deltaTime;
		}

		// 振動
		if(shakeTime > 0.0f)
		{
			object->offset.x += (float)(rand()) / (float)(RAND_MAX);
			object->offset.y += (float)(rand()) / (float)(RAND_MAX);

			float amplitude = shakeAmplitude * (shakeTime / shakeLength);
			object->offset.x *= amplitude;
			object->offset.y *= amplitude;

			shakeTime -= updateInfomation.deltaTime;
		}

		return running();
	}
}

